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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.48 by root, Tue Apr 17 18:40:31 2007 UTC vs.
Revision 1.124 by root, Sat Dec 1 20:22:12 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 27 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 28 * slows the startup some (and not actual game play), it is by default
33 34
34//#define TREASURE_VERBOSE 35//#define TREASURE_VERBOSE
35 36
36#include <global.h> 37#include <global.h>
37#include <treasure.h> 38#include <treasure.h>
38#include <funcpoint.h> 39
39#include <loader.h> 40#include <flat_hash_map.hpp>
41
42// used only by treasure.C, does not handle null arch ptrs
43#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
40 44
41extern char *spell_mapping[]; 45extern char *spell_mapping[];
42 46
43static treasurelist *first_treasurelist; 47static treasurelist *first_treasurelist;
44 48
45static void change_treasure (treasure *t, object *op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
46 50
47typedef std::tr1::unordered_map< 51typedef ska::flat_hash_map
52 <
48 const char *, 53 const char *,
49 treasurelist *, 54 treasurelist *,
50 str_hash, 55 str_hash,
51 str_equal, 56 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 57 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 58 > tl_map_t;
55 59
56static tl_map_t tl_map; 60static tl_map_t tl_map;
61
62//TODO: class method
63static void free_treasurestruct (treasure *t); // bleh desu
64static void
65clear (treasurelist *tl)
66{
67 if (tl->items)
68 {
69 free_treasurestruct (tl->items);
70 tl->items = 0;
71 }
72
73 tl->total_chance = 0;
74}
57 75
58/* 76/*
59 * Searches for the given treasurelist 77 * Searches for the given treasurelist
60 */ 78 */
61treasurelist * 79treasurelist *
62treasurelist::find (const char *name) 80treasurelist::find (const char *name)
63{ 81{
64 if (!name) 82 if (!name)
65 return 0; 83 return 0;
66 84
67 auto (i, tl_map.find (name)); 85 auto i = tl_map.find (name);
68 86
69 if (i == tl_map.end ()) 87 if (i == tl_map.end ())
70 return 0; 88 return 0;
71 89
72 return i->second; 90 return i->second;
93 } 111 }
94 112
95 return tl; 113 return tl;
96} 114}
97 115
98//TODO: class method
99void
100clear (treasurelist *tl)
101{
102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
109}
110
111#ifdef TREASURE_DEBUG 116#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 117/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 118 * so that the treasure name can be printed out
114 */ 119 */
115static void 120static void
140 145
141 f.next (); 146 f.next ();
142 147
143 for (;;) 148 for (;;)
144 { 149 {
145 coroapi::cede_to_tick_every (10); 150 coroapi::cede_to_tick ();
146 151
147 switch (f.kw) 152 switch (f.kw)
148 { 153 {
149 case KW_arch: 154 case KW_arch:
150 if (!(t->item = archetype::find (f.get_str ()))) 155 t->item = archetype::find (f.get_str ());
151 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ()); 156
157 if (!t->item)
158 {
159 f.parse_warn ("treasure references unknown archetype");
160 t->item = archetype::empty;
161 }
162
152 break; 163 break;
153 164
154 case KW_list: f.get (t->name); break; 165 case KW_list: f.get (t->name); break;
155 case KW_change_name: f.get (t->change_arch.name); break; 166 case KW_change_name: f.get (t->change_arch.name); break;
156 case KW_change_title: f.get (t->change_arch.title); break; 167 case KW_change_title: f.get (t->change_arch.title); break;
170 t->next = read_treasure (f); 181 t->next = read_treasure (f);
171 return t; 182 return t;
172 183
173 default: 184 default:
174 if (!f.parse_error ("treasurelist", t->name)) 185 if (!f.parse_error ("treasurelist", t->name))
175 return 0; 186 goto error;
176 187
177 return t; 188 return t;
178 } 189 }
179 190
180 f.next (); 191 f.next ();
181 } 192 }
193
194 // not reached
195
196error:
197 delete t;
198 return 0;
182} 199}
183 200
184/* 201/*
185 * Each treasure is parsed with the help of load_treasure(). 202 * Each treasure is parsed with the help of load_treasure().
186 */ 203 */
198 215
199 /* This is a one of the many items on the list should be generated. 216 /* This is a one of the many items on the list should be generated.
200 * Add up the chance total, and check to make sure the yes & no 217 * Add up the chance total, and check to make sure the yes & no
201 * fields of the treasures are not being used. 218 * fields of the treasures are not being used.
202 */ 219 */
203 tl->total_chance = 0;
204
205 if (one) 220 if (one)
206 { 221 {
207 for (treasure *t = tl->items; t; t = t->next) 222 for (treasure *t = tl->items; t; t = t->next)
208 { 223 {
209 if (t->next_yes || t->next_no) 224 if (t->next_yes || t->next_no)
210 { 225 {
211 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
212 LOG (llevError, " the next_yes or next_no field is set\n"); 227 LOG (llevError, " the next_yes or next_no field is set\n");
213 } 228 }
214 229
215 tl->total_chance += t->chance; 230 tl->total_chance += t->chance;
216 } 231 }
231 * start with equipment, but only their abilities). 246 * start with equipment, but only their abilities).
232 */ 247 */
233static void 248static void
234put_treasure (object *op, object *creator, int flags) 249put_treasure (object *op, object *creator, int flags)
235{ 250{
236 object *tmp; 251 if (flags & GT_ENVIRONMENT)
237 252 {
238 /* Bit of a hack - spells should never be put onto the map. The entire 253 /* Bit of a hack - spells should never be put onto the map. The entire
239 * treasure stuff is a problem - there is no clear idea of knowing 254 * treasure stuff is a problem - there is no clear idea of knowing
240 * this is the original object, or if this is an object that should be created 255 * this is the original object, or if this is an object that should be created
241 * by another object. 256 * by another object.
242 */ 257 */
243 if (flags & GT_ENVIRONMENT && op->type != SPELL) 258 //TODO: flag such as objects... as such (no drop, anybody?)
244 { 259 if (op->type == SPELL)
245 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 260 {
261 op->destroy ();
262 return;
263 }
264
265 op->expand_tail ();
266
267 if (!creator->is_on_map ()
268 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
269 op->destroy ();
270 else
271 {
272 op->flag [FLAG_OBJ_ORIGINAL] = true;
246 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 273 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
274 }
247 } 275 }
248 else 276 else
249 { 277 {
250 op = creator->insert (op); 278 op = creator->insert (op);
251 279
252 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 280 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
253 monster_check_apply (creator, op); 281 monster_check_apply (creator, op);
254
255 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
256 esrv_send_item (tmp, op);
257 } 282 }
258} 283}
259 284
260/* if there are change_xxx commands in the treasure, we include the changes 285/* if there are change_xxx commands in the treasure, we include the changes
261 * in the generated object 286 * in the generated object
290 else 315 else
291 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 316 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
292 } 317 }
293 else 318 else
294 { 319 {
295 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 320 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
296 { 321 {
297 object *tmp = arch_to_object (t->item); 322 object *tmp = t->item->instance ();
298 323
299 if (t->nrof && tmp->nrof <= 1) 324 if (t->nrof && tmp->nrof <= 1)
300 tmp->nrof = rndm (t->nrof) + 1; 325 tmp->nrof = rndm (t->nrof) + 1;
301 326
302 fix_generated_item (tmp, op, difficulty, t->magic, flag); 327 fix_generated_item (tmp, op, difficulty, t->magic, flag);
347 create_treasure (tl, op, flag, difficulty, tries); 372 create_treasure (tl, op, flag, difficulty, tries);
348 } 373 }
349 else if (t->nrof) 374 else if (t->nrof)
350 create_one_treasure (tl, op, flag, difficulty, tries); 375 create_one_treasure (tl, op, flag, difficulty, tries);
351 } 376 }
352 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 377 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
353 { 378 {
354 if (object *tmp = arch_to_object (t->item)) 379 if (object *tmp = t->item->instance ())
355 { 380 {
356 if (t->nrof && tmp->nrof <= 1) 381 if (t->nrof && tmp->nrof <= 1)
357 tmp->nrof = rndm (t->nrof) + 1; 382 tmp->nrof = rndm (t->nrof) + 1;
358 383
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 384 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 385 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 386 put_treasure (tmp, op, flag);
362 } 387 }
363 } 388 }
389}
390
391void
392object::create_treasure (treasurelist *tl, int flags)
393{
394 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
364} 395}
365 396
366/* This calls the appropriate treasure creation function. tries is passed 397/* This calls the appropriate treasure creation function. tries is passed
367 * to determine how many list transitions or attempts to create treasure 398 * to determine how many list transitions or attempts to create treasure
368 * have been made. It is really in place to prevent infinite loops with 399 * have been made. It is really in place to prevent infinite loops with
381 { 412 {
382 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 413 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
383 return; 414 return;
384 } 415 }
385 416
417 if (op->flag [FLAG_TREASURE_ENV])
418 {
419 // do not generate items when there already is something above the object
420 if (op->flag [FLAG_IS_FLOOR] && op->above)
421 return;
422
423 flag |= GT_ENVIRONMENT;
424 }
425
386 if (tl->total_chance) 426 if (tl->total_chance)
387 create_one_treasure (tl, op, flag, difficulty, tries); 427 create_one_treasure (tl, op, flag, difficulty, tries);
388 else 428 else
389 create_all_treasures (tl->items, op, flag, difficulty, tries); 429 create_all_treasures (tl->items, op, flag, difficulty, tries);
390} 430}
397object * 437object *
398generate_treasure (treasurelist *tl, int difficulty) 438generate_treasure (treasurelist *tl, int difficulty)
399{ 439{
400 difficulty = clamp (difficulty, 1, settings.max_level); 440 difficulty = clamp (difficulty, 1, settings.max_level);
401 441
402 object *ob = object::create (), *tmp; 442 object *ob = object::create ();
403 443
404 create_treasure (tl, ob, 0, difficulty, 0); 444 create_treasure (tl, ob, 0, difficulty, 0);
405 445
406 /* Don't want to free the object we are about to return */ 446 /* Don't want to free the object we are about to return */
407 tmp = ob->inv; 447 object *tmp = ob->inv;
408 if (tmp != NULL) 448 if (tmp)
409 tmp->remove (); 449 tmp->remove ();
410 450
411 if (ob->inv) 451 if (ob->inv)
412 LOG (llevError, "In generate treasure, created multiple objects.\n"); 452 LOG (llevError, "In generate treasure, created multiple objects.\n");
413 453
414 ob->destroy (); 454 ob->destroy ();
455
415 return tmp; 456 return tmp;
416} 457}
417 458
418/* 459/*
419 * This is a new way of calculating the chance for an item to have 460 * This is a new way of calculating the chance for an item to have
421 * The array has two arguments, the difficulty of the level, and the 462 * The array has two arguments, the difficulty of the level, and the
422 * magical bonus "wanted". 463 * magical bonus "wanted".
423 */ 464 */
424 465
425static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 466static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
426
427// chance of magic difficulty 467// chance of magic difficulty
428// +0 +1 +2 +3 +4 468// +0 +1 +2 +3 +4
429 {95, 2, 2, 1, 0}, // 1 469 {95, 2, 2, 1, 0}, // 1
430 {92, 5, 2, 1, 0}, // 2 470 {92, 5, 2, 1, 0}, // 2
431 {85, 10, 4, 1, 0}, // 3 471 {85, 10, 4, 1, 0}, // 3
457 { 0, 0, 0, 3, 97}, // 29 497 { 0, 0, 0, 3, 97}, // 29
458 { 0, 0, 0, 0, 100}, // 30 498 { 0, 0, 0, 0, 100}, // 30
459 { 0, 0, 0, 0, 100}, // 31 499 { 0, 0, 0, 0, 100}, // 31
460}; 500};
461 501
462
463/* calculate the appropriate level for wands staves and scrolls. 502/* calculate the appropriate level for wands staves and scrolls.
464 * This code presumes that op has had its spell object created (in op->inv) 503 * This code presumes that op has had its spell object created (in op->inv)
465 * 504 *
466 * elmex Wed Aug 9 17:44:59 CEST 2006: 505 * elmex Wed Aug 9 17:44:59 CEST 2006:
467 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 506 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
468 */ 507 */
469 508static int
470int
471level_for_item (const object *op, int difficulty) 509level_for_item (const object *op, int difficulty)
472{ 510{
473 int olevel = 0;
474
475 if (!op->inv) 511 if (!op->inv)
476 { 512 {
477 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 513 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
478 return 0; 514 return 0;
479 } 515 }
480 516
481 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 517 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
482 518
483 if (olevel <= 0) 519 if (olevel <= 0)
484 olevel = rndm (1, MIN (op->inv->level, 1)); 520 olevel = rndm (1, op->inv->level);
485 521
486 if (olevel > MAXLEVEL) 522 return min (olevel, MAXLEVEL_TREASURE);
487 olevel = MAXLEVEL;
488
489 return olevel;
490} 523}
491 524
492/* 525/*
493 * Based upon the specified difficulty and upon the difftomagic_list array, 526 * Based upon the specified difficulty and upon the difftomagic_list array,
494 * a random magical bonus is returned. This is used when determine 527 * a random magical bonus is returned. This is used when determine
497 * elmex Thu Aug 10 18:45:44 CEST 2006: 530 * elmex Thu Aug 10 18:45:44 CEST 2006:
498 * Scaling difficulty by max_level, as difficulty is a level and not some 531 * Scaling difficulty by max_level, as difficulty is a level and not some
499 * weird integer between 1-31. 532 * weird integer between 1-31.
500 * 533 *
501 */ 534 */
502int 535static int
503magic_from_difficulty (int difficulty) 536magic_from_difficulty (int difficulty)
504{ 537{
505 int percent = 0, magic = 0;
506 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 538 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
539 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
507 540
508 scaled_diff--;
509
510 if (scaled_diff < 0)
511 scaled_diff = 0;
512
513 if (scaled_diff >= DIFFLEVELS)
514 scaled_diff = DIFFLEVELS - 1;
515
516 percent = rndm (100); 541 int percent = rndm (100);
542 int magic;
517 543
518 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 544 for (magic = 0; magic <= MAXMAGIC; magic++)
519 { 545 {
520 percent -= difftomagic_list[scaled_diff][magic]; 546 percent -= difftomagic_list[scaled_diff][magic];
521 547
522 if (percent < 0) 548 if (percent < 0)
523 break; 549 break;
524 } 550 }
525 551
526 if (magic == (MAXMAGIC + 1)) 552 if (magic > MAXMAGIC)
527 { 553 {
528 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 554 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
529 magic = 0; 555 magic = 0;
530 } 556 }
531 557
539 * Sets magical bonus in an object, and recalculates the effect on 565 * Sets magical bonus in an object, and recalculates the effect on
540 * the armour variable, and the effect on speed of armour. 566 * the armour variable, and the effect on speed of armour.
541 * This function doesn't work properly, should add use of archetypes 567 * This function doesn't work properly, should add use of archetypes
542 * to make it truly absolute. 568 * to make it truly absolute.
543 */ 569 */
544
545void 570void
546set_abs_magic (object *op, int magic) 571set_abs_magic (object *op, int magic)
547{ 572{
548 if (!magic) 573 if (!magic)
549 return; 574 return;
550 575
551 op->magic = magic; 576 op->magic = magic;
552 if (op->arch) 577 if (op->arch)
553 { 578 {
554 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
555 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
556 581
557 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 582 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
558 magic = (-magic); 583 magic = (-magic);
584
559 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
560 } 586 }
561 else 587 else
562 { 588 {
563 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
565 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 592 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
566 magic = (-magic); 593 magic = (-magic);
594
567 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
568 } 596 }
569} 597}
570 598
571/* 599/*
574 */ 602 */
575 603
576static void 604static void
577set_magic (int difficulty, object *op, int max_magic, int flags) 605set_magic (int difficulty, object *op, int max_magic, int flags)
578{ 606{
579 int i;
580
581 i = magic_from_difficulty (difficulty); 607 int i = magic_from_difficulty (difficulty);
608
582 if ((flags & GT_ONLY_GOOD) && i < 0) 609 if ((flags & GT_ONLY_GOOD) && i < 0)
583 i = -i; 610 i = -i;
611
584 if (i > max_magic) 612 i = min (i, max_magic);
585 i = max_magic; 613
586 set_abs_magic (op, i); 614 set_abs_magic (op, i);
587 if (i < 0) 615 if (i < 0)
588 SET_FLAG (op, FLAG_CURSED); 616 op->set_flag (FLAG_CURSED);
589} 617}
590 618
591/* 619/*
592 * Randomly adds one magical ability to the given object. 620 * Randomly adds one magical ability to the given object.
593 * Modified for Partial Resistance in many ways: 621 * Modified for Partial Resistance in many ways:
594 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
595 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
596 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
597 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
598 */ 626 */
599void 627static void
600set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
601{ 629{
602
603 int r = rndm (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
604 631
605 if (op->type == AMULET) 632 if (op->type == AMULET)
606 {
607 if (!(rndm (21))) 633 if (!rndm (21))
608 r = 20 + rndm (2); 634 r = 20 + rndm (2);
635 else if (rndm (2))
636 r = 10;
609 else 637 else
610 {
611 if (rndm (2))
612 r = 10;
613 else
614 r = 11 + rndm (9); 638 r = 11 + rndm (9);
615 }
616 }
617 639
618 switch (r) 640 switch (r)
619 { 641 {
620 /* Redone by MSW 2000-11-26 to have much less code. Also, 642 /* Redone by MSW 2000-11-26 to have much less code. Also,
621 * bonuses and penalties will stack and add to existing values. 643 * bonuses and penalties will stack and add to existing values.
622 * of the item. 644 * of the item.
623 */ 645 */
624 case 0: 646 case 0:
625 case 1: 647 case 1:
626 case 2: 648 case 2:
627 case 3: 649 case 3:
628 case 4: 650 case 4:
629 case 5: 651 case 5:
630 case 6: 652 case 6:
631 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 653 op->stats.stat (r) += bonus;
632 break; 654 break;
633 655
634 case 7: 656 case 7:
635 op->stats.dam += bonus; 657 op->stats.dam += bonus;
636 break; 658 break;
668 * little random element in since that they don't always end up with 690 * little random element in since that they don't always end up with
669 * even values. 691 * even values.
670 */ 692 */
671 if (bonus < 0) 693 if (bonus < 0)
672 val = 2 * -val - rndm (b); 694 val = 2 * -val - rndm (b);
673 if (val > 35) 695
674 val = 35; /* Upper limit */ 696 val = min (35, val); /* Upper limit */
697
675 b = 0; 698 b = 0;
676 699
677 while (op->resist[resist_table[resist]] != 0 && b < 4) 700 while (op->resist[resist_table[resist]] != 0 && b < 4)
678 resist = rndm (num_resist_table); 701 resist = rndm (num_resist_table);
679 702
687 break; 710 break;
688 } 711 }
689 case 20: 712 case 20:
690 if (op->type == AMULET) 713 if (op->type == AMULET)
691 { 714 {
692 SET_FLAG (op, FLAG_REFL_SPELL); 715 op->set_flag (FLAG_REFL_SPELL);
693 op->value *= 11; 716 op->value *= 11;
694 } 717 }
695 else 718 else
696 { 719 {
697 op->stats.hp = 1; /* regenerate hit points */ 720 op->stats.hp = 1; /* regenerate hit points */
700 break; 723 break;
701 724
702 case 21: 725 case 21:
703 if (op->type == AMULET) 726 if (op->type == AMULET)
704 { 727 {
705 SET_FLAG (op, FLAG_REFL_MISSILE); 728 op->set_flag (FLAG_REFL_MISSILE);
706 op->value *= 9; 729 op->value *= 9;
707 } 730 }
708 else 731 else
709 { 732 {
710 op->stats.sp = 1; /* regenerate spell points */ 733 op->stats.sp = 1; /* regenerate spell points */
712 } 735 }
713 break; 736 break;
714 737
715 case 22: 738 case 22:
716 op->stats.exp += bonus; /* Speed! */ 739 op->stats.exp += bonus; /* Speed! */
717 op->value = (op->value * 2) / 3; 740 op->value = op->value * 2 / 3;
718 break; 741 break;
719 } 742 }
720 743
721 if (bonus > 0) 744 if (bonus > 0)
722 op->value *= 2 * bonus; 745 op->value = 2 * op->value * bonus;
723 else 746 else
724 op->value = -(op->value * 2 * bonus) / 3; 747 op->value = -2 * op->value * bonus / 3;
725} 748}
726 749
727/* 750/*
728 * get_magic(diff) will return a random number between 0 and 4. 751 * get_magic(diff) will return a random number between 0 and 4.
729 * diff can be any value above 2. The higher the diff-variable, the 752 * diff can be any value above 2. The higher the diff-variable, the
730 * higher is the chance of returning a low number. 753 * higher is the chance of returning a low number.
731 * It is only used in fix_generated_treasure() to set bonuses on 754 * It is only used in fix_generated_treasure() to set bonuses on
732 * rings and amulets. 755 * rings and amulets.
733 * Another scheme is used to calculate the magic of weapons and armours. 756 * Another scheme is used to calculate the magic of weapons and armours.
734 */ 757 */
735int 758static int
736get_magic (int diff) 759get_magic (int diff)
737{ 760{
738 int i; 761 diff = min (3, diff);
739 762
740 if (diff < 3)
741 diff = 3;
742
743 for (i = 0; i < 4; i++) 763 for (int i = 0; i < 4; i++)
744 if (rndm (diff)) 764 if (rndm (diff))
745 return i; 765 return i;
746 766
747 return 4; 767 return 4;
748} 768}
749 769
770/* special_potion() - so that old potion code is still done right. */
771static int
772special_potion (object *op)
773{
774 if (op->attacktype)
775 return 1;
776
777 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
778 return 1;
779
780 for (int i = 0; i < NROFATTACKS; i++)
781 if (op->resist[i])
782 return 1;
783
784 return 0;
785}
786
787static double
788value_factor_from_spell_item (object *spell, object *item)
789{
790 double factor =
791 pow ((spell->value > 0 ? spell->value : 1)
792 * spell->level, 1.5);
793
794 if (item) // this if for: wands/staffs/rods:
795 {
796 /* Old crossfire comment ahead:
797 * Add 50 to both level an divisor to keep prices a little more
798 * reasonable. Otherwise, a high level version of a low level
799 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
800 * 10 time multiplier). This way, the value are a bit more reasonable.
801 */
802
803 factor *= item->level + 50;
804 factor /= item->inv->level + 50;
805 }
806
807 return factor;
808}
809
750#define DICE2 (get_magic(2)==2?2:1) 810#define DICE2 (get_magic(2) == 2 ? 2 : 1)
751#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 811#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
752 812
753/* 813/*
754 * fix_generated_item(): This is called after an item is generated, in 814 * fix_generated_item(): This is called after an item is generated, in
755 * order to set it up right. This produced magical bonuses, puts spells 815 * order to set it up right. This produced magical bonuses, puts spells
756 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 816 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
757 */ 817 */
758 818
759/* 4/28/96 added creator object from which op may now inherit properties based on 819/* 4/28/96 added creator object from which op may now inherit properties based on
760 * op->type. Right now, which stuff the creator passes on is object type 820 * op->type. Right now, which stuff the creator passes on is object type
761 * dependant. I know this is a spagetti manuever, but is there a cleaner 821 * dependant. I know this is a spagetti manuever, but is there a cleaner
762 * way to do this? b.t. */ 822 * way to do this? b.t. */
763 823
764/* 824/*
765 * ! (flags & GT_ENVIRONMENT): 825 * ! (flags & GT_ENVIRONMENT):
766 * Automatically calls fix_flesh_item(). 826 * Automatically calls fix_flesh_item().
784 save_item_power = op->item_power; 844 save_item_power = op->item_power;
785 op->item_power = 0; 845 op->item_power = 0;
786 846
787 if (op->randomitems && op->type != SPELL) 847 if (op->randomitems && op->type != SPELL)
788 { 848 {
789 create_treasure (op->randomitems, op, flags, difficulty, 0); 849 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
790 if (!op->inv)
791 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
792
793 /* So the treasure doesn't get created again */ 850 /* So the treasure doesn't get created again */
794 op->randomitems = 0; 851 op->randomitems = 0;
795 } 852 }
796 853
797 if (difficulty < 1) 854 max_it (difficulty, 1);
798 difficulty = 1;
799 855
800 if (INVOKE_OBJECT (ADD_BONUS, op, 856 if (INVOKE_OBJECT (ADD_BONUS, op,
801 ARG_OBJECT (creator != op ? creator : 0), 857 ARG_OBJECT (creator != op ? creator : 0),
802 ARG_INT (difficulty), ARG_INT (max_magic), 858 ARG_INT (difficulty), ARG_INT (max_magic),
803 ARG_INT (flags))) 859 ARG_INT (flags)))
804 return; 860 return;
805 861
806 if (!(flags & GT_MINIMAL)) 862 if (!(flags & GT_MINIMAL))
807 { 863 {
808 if (op->arch == crown_arch) 864 if (IS_ARCH (op->arch, crown))
809 { 865 {
810 set_magic (difficulty, op, max_magic, flags); 866 set_magic (difficulty, op, max_magic, flags);
811 num_enchantments = calc_item_power (op, 1); 867 num_enchantments = calc_item_power (op, 1);
812 generate_artifact (op, difficulty); 868 generate_artifact (op, difficulty);
813 } 869 }
818 874
819 num_enchantments = calc_item_power (op, 1); 875 num_enchantments = calc_item_power (op, 1);
820 876
821 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 877 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
822 || op->type == HORN 878 || op->type == HORN
823 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 879 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
824 * used for shop_floors or treasures */
825 generate_artifact (op, difficulty); 880 generate_artifact (op, difficulty);
826 } 881 }
827 882
828 /* Object was made an artifact. Calculate its item_power rating. 883 /* Object was made an artifact. Calculate its item_power rating.
829 * the item_power in the object is what the artfiact adds. 884 * the item_power in the object is what the artfiact adds.
863 * again below */ 918 * again below */
864 } 919 }
865 } 920 }
866 921
867 /* materialtype modifications. Note we allow this on artifacts. */ 922 /* materialtype modifications. Note we allow this on artifacts. */
868 set_materialname (op, difficulty, NULL); 923 select_material (op, difficulty);
869 924
870 if (flags & GT_MINIMAL) 925 if (flags & GT_MINIMAL)
871 { 926 {
872 if (op->type == POTION) 927 if (op->type == POTION)
873 /* Handle healing and magic power potions */ 928 /* Handle healing and magic power potions */
874 if (op->stats.sp && !op->randomitems) 929 if (op->stats.sp && !op->randomitems)
875 { 930 {
876 object *tmp;
877
878 tmp = get_archetype (spell_mapping[op->stats.sp]); 931 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
879 insert_ob_in_ob (tmp, op); 932 insert_ob_in_ob (tmp, op);
880 op->stats.sp = 0; 933 op->stats.sp = 0;
881 } 934 }
882 } 935 }
883 else if (!op->title) /* Only modify object if not special */ 936 else if (!op->title) /* Only modify object if not special */
886 case WEAPON: 939 case WEAPON:
887 case ARMOUR: 940 case ARMOUR:
888 case SHIELD: 941 case SHIELD:
889 case HELMET: 942 case HELMET:
890 case CLOAK: 943 case CLOAK:
891 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 944 if (op->flag [FLAG_CURSED] && !(rndm (4)))
892 set_ring_bonus (op, -DICE2); 945 set_ring_bonus (op, -DICE2);
893 break; 946 break;
894 947
895 case BRACERS: 948 case BRACERS:
896 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 949 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
897 { 950 {
898 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 951 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
899 if (!QUERY_FLAG (op, FLAG_CURSED)) 952 if (!op->flag [FLAG_CURSED])
900 op->value *= 3; 953 op->value *= 3;
901 } 954 }
902 break; 955 break;
903 956
904 case POTION: 957 case POTION:
905 { 958 {
906 int too_many_tries = 0, is_special = 0; 959 int too_many_tries = 0;
907 960
908 /* Handle healing and magic power potions */ 961 /* Handle healing and magic power potions */
909 if (op->stats.sp && !op->randomitems) 962 if (op->stats.sp && !op->randomitems)
910 { 963 {
911 object *tmp;
912
913 tmp = get_archetype (spell_mapping[op->stats.sp]); 964 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
914 insert_ob_in_ob (tmp, op); 965 insert_ob_in_ob (tmp, op);
915 op->stats.sp = 0; 966 op->stats.sp = 0;
916 } 967 }
917 968
918 while (!(is_special = special_potion (op)) && !op->inv) 969 while (!special_potion (op) && !op->inv)
919 { 970 {
920 generate_artifact (op, difficulty); 971 generate_artifact (op, difficulty);
921 if (too_many_tries++ > 10) 972 if (too_many_tries++ > 10)
922 break; 973 break;
923 } 974 }
926 * since the value set on those is already correct. 977 * since the value set on those is already correct.
927 */ 978 */
928 if (op->inv && op->randomitems) 979 if (op->inv && op->randomitems)
929 { 980 {
930 /* value multiplier is same as for scrolls */ 981 /* value multiplier is same as for scrolls */
931 op->value = (op->value * op->inv->value); 982 op->value *= op->inv->value;
932 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 983 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
933 } 984 }
934 else 985 else
935 { 986 {
936 op->name = "potion"; 987 op->name = shstr_potion;
937 op->name_pl = "potions"; 988 op->name_pl = shstr_potions;
938 } 989 }
939 990
940 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 991 if (!(flags & GT_ONLY_GOOD) && rndm (2))
941 SET_FLAG (op, FLAG_CURSED); 992 op->set_flag (FLAG_CURSED);
993
942 break; 994 break;
943 } 995 }
944 996
945 case AMULET: 997 case AMULET:
946 if (op->arch == amulet_arch) 998 if (IS_ARCH (op->arch, amulet))
947 op->value *= 5; /* Since it's not just decoration */ 999 op->value *= 5; /* Since it's not just decoration */
948 1000
949 case RING: 1001 case RING:
950 if (op->arch == NULL)
951 {
952 op->destroy ();
953 op = 0;
954 break;
955 }
956
957 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1002 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
958 break; 1003 break;
959 1004
960 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1005 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
961 SET_FLAG (op, FLAG_CURSED); 1006 op->set_flag (FLAG_CURSED);
962 1007
963 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1008 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
964 1009
965 if (op->type != RING) /* Amulets have only one ability */ 1010 if (op->type != RING) /* Amulets have only one ability */
966 break; 1011 break;
967 1012
968 if (!(rndm (4))) 1013 if (!rndm (4))
969 { 1014 {
970 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1015 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
971 1016
972 if (d > 0) 1017 if (d > 0)
973 op->value *= 3; 1018 op->value *= 3;
974 1019
975 set_ring_bonus (op, d); 1020 set_ring_bonus (op, d);
976 1021
977 if (!(rndm (4))) 1022 if (!rndm (4))
978 { 1023 {
979 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1024 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
980 1025
981 if (d > 0) 1026 if (d > 0)
982 op->value *= 5; 1027 op->value *= 5;
1028
983 set_ring_bonus (op, d); 1029 set_ring_bonus (op, d);
984 } 1030 }
985 } 1031 }
986 1032
987 if (GET_ANIM_ID (op)) 1033 if (op->animation_id)
988 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1034 op->set_anim_frame (rndm (op->anim_frames ()));
989 1035
990 break; 1036 break;
991 1037
992 case BOOK: 1038 case BOOK:
993 /* Is it an empty book?, if yes lets make a special· 1039 /* Is it an empty book?, if yes lets make a special·
995 * creator and/or map level we found it on. 1041 * creator and/or map level we found it on.
996 */ 1042 */
997 if (!op->msg && rndm (10)) 1043 if (!op->msg && rndm (10))
998 { 1044 {
999 /* set the book level properly */ 1045 /* set the book level properly */
1000 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1046 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1001 { 1047 {
1002 if (op->map && op->map->difficulty) 1048 if (op->map && op->map->difficulty)
1003 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1049 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1004 else 1050 else
1005 op->level = rndm (20) + 1; 1051 op->level = rndm (20) + 1;
1008 op->level = rndm (creator->level); 1054 op->level = rndm (creator->level);
1009 1055
1010 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1011 /* books w/ info are worth more! */ 1057 /* books w/ info are worth more! */
1012 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1013 /* creator related stuff */
1014
1015 /* for library, chained books. Note that some monsters have no_pick
1016 * set - we don't want to set no pick in that case.
1017 */
1018 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1019 SET_FLAG (op, FLAG_NO_PICK);
1020 if (creator->slaying && !op->slaying) /* for check_inv floors */
1021 op->slaying = creator->slaying;
1022 1059
1023 /* add exp so reading it gives xp (once) */ 1060 /* add exp so reading it gives xp (once) */
1024 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1025 } 1062 }
1063
1064 /* creator related stuff */
1065
1066 /* for library, chained books. Note that some monsters have no_pick
1067 * set - we don't want to set no pick in that case.
1068 */
1069 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1070 op->set_flag (FLAG_NO_PICK);
1071 if (creator->slaying && !op->slaying) /* for check_inv floors */
1072 op->slaying = creator->slaying;
1026 break; 1073 break;
1027 1074
1028 case SPELLBOOK: 1075 case SPELLBOOK:
1029 op->value = op->value * op->inv->value; 1076 op->value *= value_factor_from_spell_item (op->inv, 0);
1077
1030 /* add exp so learning gives xp */ 1078 /* add exp so learning gives xp */
1031 op->level = op->inv->level; 1079 op->level = op->inv->level;
1032 op->stats.exp = op->value; 1080 op->stats.exp = op->value;
1033 break; 1081 break;
1034 1082
1038 * and reset nrof. 1086 * and reset nrof.
1039 */ 1087 */
1040 op->stats.food = op->inv->nrof; 1088 op->stats.food = op->inv->nrof;
1041 op->nrof = 1; 1089 op->nrof = 1;
1042 /* If the spell changes by level, choose a random level 1090 /* If the spell changes by level, choose a random level
1043 * for it, and adjust price. If the spell doesn't 1091 * for it.
1044 * change by level, just set the wand to the level of
1045 * the spell, and value calculation is simpler.
1046 */ 1092 */
1047 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1093 if (op->inv->duration_modifier
1048 { 1094 || op->inv->dam_modifier
1095 || op->inv->range_modifier)
1049 op->level = level_for_item (op, difficulty); 1096 op->level = level_for_item (op, difficulty);
1050 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1051 }
1052 else 1097 else
1053 {
1054 op->level = op->inv->level; 1098 op->level = op->inv->level;
1055 op->value = op->value * op->inv->value; 1099
1056 } 1100 op->value *= value_factor_from_spell_item (op->inv, op);
1057 break; 1101 break;
1058 1102
1059 case ROD: 1103 case ROD:
1060 op->level = level_for_item (op, difficulty); 1104 op->level = level_for_item (op, difficulty);
1061 /* Add 50 to both level an divisor to keep prices a little more 1105 op->value *= value_factor_from_spell_item (op->inv, op);
1062 * reasonable. Otherwise, a high level version of a low level 1106
1063 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1064 * 10 time multiplier). This way, the value are a bit more reasonable.
1065 */
1066 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1067 /* maxhp is used to denote how many 'charges' the rod holds before */ 1107 /* maxhp is used to denote how many 'charges' the rod holds before */
1068 if (op->stats.maxhp) 1108 if (op->stats.maxhp)
1069 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1109 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1070 else 1110 else
1071 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1111 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1072 1112
1073 op->stats.hp = op->stats.maxhp; 1113 op->stats.hp = op->stats.maxhp;
1074 break; 1114 break;
1075 1115
1076 case SCROLL: 1116 case SCROLL:
1077 op->level = level_for_item (op, difficulty); 1117 op->level = level_for_item (op, difficulty);
1078 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1118 op->value *= value_factor_from_spell_item (op->inv, op);
1079 1119
1080 /* add exp so reading them properly gives xp */ 1120 /* add exp so reading them properly gives xp */
1081 op->stats.exp = op->value / 5; 1121 op->stats.exp = op->value / 5;
1082 op->nrof = op->inv->nrof; 1122 op->nrof = op->inv->nrof;
1083 break; 1123 break;
1091 break; 1131 break;
1092 } /* switch type */ 1132 } /* switch type */
1093 1133
1094 if (flags & GT_STARTEQUIP) 1134 if (flags & GT_STARTEQUIP)
1095 { 1135 {
1096 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1136 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1097 SET_FLAG (op, FLAG_STARTEQUIP); 1137 op->set_flag (FLAG_STARTEQUIP);
1098 else if (op->type != MONEY) 1138 else if (op->type != MONEY)
1099 op->value = 0; 1139 op->value = 0;
1100 } 1140 }
1101 1141
1102 if (!(flags & GT_ENVIRONMENT)) 1142 if (!(flags & GT_ENVIRONMENT))
1113 1153
1114/* 1154/*
1115 * Allocate and return the pointer to an empty artifactlist structure. 1155 * Allocate and return the pointer to an empty artifactlist structure.
1116 */ 1156 */
1117static artifactlist * 1157static artifactlist *
1118get_empty_artifactlist (void) 1158get_empty_artifactlist ()
1119{ 1159{
1120 return salloc0 <artifactlist> (); 1160 return salloc0<artifactlist> ();
1121} 1161}
1122 1162
1123/* 1163/*
1124 * Allocate and return the pointer to an empty artifact structure. 1164 * Allocate and return the pointer to an empty artifact structure.
1125 */ 1165 */
1126static artifact * 1166static artifact *
1127get_empty_artifact (void) 1167get_empty_artifact ()
1128{ 1168{
1129 return salloc0 <artifact> (); 1169 return salloc0<artifact> ();
1130} 1170}
1131 1171
1132/* 1172/*
1133 * Searches the artifact lists and returns one that has the same type 1173 * Searches the artifact lists and returns one that has the same type
1134 * of objects on it. 1174 * of objects on it.
1142 1182
1143 return 0; 1183 return 0;
1144} 1184}
1145 1185
1146/* 1186/*
1147 * For debugging purposes. Dumps all tables. 1187 * Builds up the lists of artifacts from the file in the libdir.
1148 */ 1188 */
1149void 1189void
1150dump_artifacts (void)
1151{
1152 artifactlist *al;
1153 artifact *art;
1154 linked_char *next;
1155
1156 fprintf (logfile, "\n");
1157 for (al = first_artifactlist; al != NULL; al = al->next)
1158 {
1159 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1160 for (art = al->items; art != NULL; art = art->next)
1161 {
1162 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1163 if (art->allowed != NULL)
1164 {
1165 fprintf (logfile, "\tallowed combinations:");
1166 for (next = art->allowed; next != NULL; next = next->next)
1167 fprintf (logfile, "%s,", &next->name);
1168 fprintf (logfile, "\n");
1169 }
1170 }
1171 }
1172 fprintf (logfile, "\n");
1173}
1174
1175/*
1176 * For debugging purposes. Dumps all treasures recursively (see below).
1177 */
1178void
1179dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1180{
1181 treasurelist *tl;
1182 int i;
1183
1184 if (depth > 100)
1185 return;
1186
1187 while (t)
1188 {
1189 if (t->name)
1190 {
1191 for (i = 0; i < depth; i++)
1192 fprintf (logfile, " ");
1193
1194 fprintf (logfile, "{ (list: %s)\n", &t->name);
1195
1196 tl = treasurelist::find (t->name);
1197 if (tl)
1198 dump_monster_treasure_rec (name, tl->items, depth + 2);
1199
1200 for (i = 0; i < depth; i++)
1201 fprintf (logfile, " ");
1202
1203 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1204 }
1205 else
1206 {
1207 for (i = 0; i < depth; i++)
1208 fprintf (logfile, " ");
1209
1210 if (t->item && t->item->clone.type == FLESH)
1211 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1212 else
1213 fprintf (logfile, "%s\n", &t->item->clone.name);
1214 }
1215
1216 if (t->next_yes)
1217 {
1218 for (i = 0; i < depth; i++)
1219 fprintf (logfile, " ");
1220
1221 fprintf (logfile, " (if yes)\n");
1222 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1223 }
1224
1225 if (t->next_no)
1226 {
1227 for (i = 0; i < depth; i++)
1228 fprintf (logfile, " ");
1229
1230 fprintf (logfile, " (if no)\n");
1231 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1232 }
1233
1234 t = t->next;
1235 }
1236}
1237
1238/*
1239 * For debugging purposes. Dumps all treasures for a given monster.
1240 * Created originally by Raphael Quinet for debugging the alchemy code.
1241 */
1242void
1243dump_monster_treasure (const char *name)
1244{
1245 archetype *at;
1246 int found;
1247
1248 found = 0;
1249 fprintf (logfile, "\n");
1250
1251 for (at = first_archetype; at != NULL; at = at->next)
1252 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1253 {
1254 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1255 if (at->clone.randomitems != NULL)
1256 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1257 else
1258 fprintf (logfile, "(nothing)\n");
1259
1260 fprintf (logfile, "\n");
1261 found++;
1262 }
1263
1264 if (found == 0)
1265 fprintf (logfile, "No objects have the name %s!\n\n", name);
1266}
1267
1268/*
1269 * Builds up the lists of artifacts from the file in the libdir.
1270 */
1271void
1272init_artifacts (void) 1190init_artifacts ()
1273{ 1191{
1274 static int has_been_inited = 0; 1192 static int has_been_inited = 0;
1275 char filename[MAX_BUF];
1276 artifact *art = NULL; 1193 artifact *art = NULL;
1277 artifactlist *al; 1194 artifactlist *al;
1278 1195
1279 if (has_been_inited) 1196 if (has_been_inited)
1280 return; 1197 return;
1281 else 1198 else
1282 has_been_inited = 1; 1199 has_been_inited = 1;
1283 1200
1284 sprintf (filename, "%s/artifacts", settings.datadir); 1201 object_thawer f (settings.datadir, "artifacts");
1285 object_thawer f (filename);
1286 1202
1287 if (!f) 1203 if (!f)
1288 return; 1204 return;
1289
1290 f.next ();
1291 1205
1292 for (;;) 1206 for (;;)
1293 { 1207 {
1294 switch (f.kw) 1208 switch (f.kw)
1295 { 1209 {
1299 1213
1300 { 1214 {
1301 if (!strcmp (f.get_str (), "all")) 1215 if (!strcmp (f.get_str (), "all"))
1302 break; 1216 break;
1303 1217
1304 char *next, *cp = f.get_str (); 1218 const char *cp = f.get_str ();
1305 1219 char *next;
1306 do 1220 do
1307 { 1221 {
1308 if ((next = strchr (cp, ','))) 1222 if ((next = (char *)strchr (cp, ',')))
1309 *next++ = '\0'; 1223 *next++ = '\0';
1310 1224
1311 linked_char *tmp = new linked_char; 1225 linked_char *tmp = new linked_char;
1312 1226
1313 tmp->name = cp; 1227 tmp->name = cp;
1327 break; 1241 break;
1328 1242
1329 case KW_object: 1243 case KW_object:
1330 { 1244 {
1331 art->item = object::create (); 1245 art->item = object::create ();
1246 f.get (art->item->name);
1247 f.next ();
1332 1248
1333 if (!art->item->parse_kv (f)) 1249 if (!art->item->parse_kv (f))
1334 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1250 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1335 1251
1336 al = find_artifactlist (art->item->type); 1252 al = find_artifactlist (art->item->type);
1375 } 1291 }
1376#if 0 1292#if 0
1377 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1293 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1378#endif 1294#endif
1379 } 1295 }
1380
1381 LOG (llevDebug, "done.\n");
1382} 1296}
1383 1297
1384/* 1298/*
1385 * Used in artifact generation. The bonuses of the first object 1299 * Used in artifact generation. The bonuses of the first object
1386 * is modified by the bonuses of the second object. 1300 * is modified by the bonuses of the second object.
1387 */ 1301 */
1388void 1302void
1389add_abilities (object *op, object *change) 1303add_abilities (object *op, object *change)
1390{ 1304{
1391 int i, tmp;
1392
1393 if (change->face != blank_face) 1305 if (change->face != blank_face)
1394 {
1395#ifdef TREASURE_VERBOSE
1396 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1397#endif
1398 op->face = change->face; 1306 op->face = change->face;
1399 }
1400 1307
1401 for (i = 0; i < NUM_STATS; i++) 1308 for (int i = 0; i < NUM_STATS; i++)
1402 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1309 change_attr_value (&(op->stats), i, change->stats.stat (i));
1403 1310
1404 op->attacktype |= change->attacktype; 1311 op->attacktype |= change->attacktype;
1405 op->path_attuned |= change->path_attuned; 1312 op->path_attuned |= change->path_attuned;
1406 op->path_repelled |= change->path_repelled; 1313 op->path_repelled |= change->path_repelled;
1407 op->path_denied |= change->path_denied; 1314 op->path_denied |= change->path_denied;
1408 op->move_type |= change->move_type; 1315 op->move_type |= change->move_type;
1409 op->stats.luck += change->stats.luck; 1316 op->stats.luck += change->stats.luck;
1410 1317
1411 if (QUERY_FLAG (change, FLAG_CURSED)) 1318 static const struct copyflags : object::flags_t
1412 SET_FLAG (op, FLAG_CURSED); 1319 {
1413 if (QUERY_FLAG (change, FLAG_DAMNED)) 1320 copyflags ()
1414 SET_FLAG (op, FLAG_DAMNED); 1321 {
1415 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1322 set (FLAG_CURSED);
1323 set (FLAG_DAMNED);
1324 set (FLAG_LIFESAVE);
1325 set (FLAG_REFL_SPELL);
1326 set (FLAG_STEALTH);
1327 set (FLAG_XRAYS);
1328 set (FLAG_BLIND);
1329 set (FLAG_SEE_IN_DARK);
1330 set (FLAG_REFL_MISSILE);
1331 set (FLAG_MAKE_INVIS);
1332 }
1333 } copyflags;
1334
1335 // we might want to just copy, but or'ing is what the original code did
1336 op->flag |= change->flag & copyflags;
1337
1338 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1416 set_abs_magic (op, -op->magic); 1339 set_abs_magic (op, -op->magic);
1417 1340
1418 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1341 if (change->flag [FLAG_STAND_STILL])
1419 SET_FLAG (op, FLAG_LIFESAVE);
1420 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1421 SET_FLAG (op, FLAG_REFL_SPELL);
1422 if (QUERY_FLAG (change, FLAG_STEALTH))
1423 SET_FLAG (op, FLAG_STEALTH);
1424 if (QUERY_FLAG (change, FLAG_XRAYS))
1425 SET_FLAG (op, FLAG_XRAYS);
1426 if (QUERY_FLAG (change, FLAG_BLIND))
1427 SET_FLAG (op, FLAG_BLIND);
1428 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1429 SET_FLAG (op, FLAG_SEE_IN_DARK);
1430 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1431 SET_FLAG (op, FLAG_REFL_MISSILE);
1432 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1433 SET_FLAG (op, FLAG_MAKE_INVIS);
1434
1435 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1436 { 1342 {
1437 CLEAR_FLAG (op, FLAG_ANIMATE); 1343 op->clr_flag (FLAG_ANIMATE);
1344
1438 /* so artifacts will join */ 1345 /* so artifacts will join */
1439 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1346 if (!op->flag [FLAG_ALIVE])
1440 op->speed = 0.0; 1347 op->speed = 0.;
1441 1348
1442 op->set_speed (op->speed); 1349 op->set_speed (op->speed);
1443 } 1350 }
1444 1351
1445 if (change->nrof) 1352 if (change->nrof)
1446 op->nrof = rndm (change->nrof) + 1; 1353 op->nrof = rndm (change->nrof) + 1;
1447 1354
1448 op->stats.exp += change->stats.exp; /* Speed modifier */ 1355 op->stats.exp += change->stats.exp; /* Speed modifier */
1449 op->stats.wc += change->stats.wc; 1356 op->stats.wc += change->stats.wc;
1450 op->stats.ac += change->stats.ac; 1357 op->stats.ac += change->stats.ac;
1451 1358
1452 if (change->other_arch) 1359 if (change->other_arch)
1453 { 1360 {
1454 /* Basically, for horns & potions, the other_arch field is the spell 1361 /* Basically, for horns & potions, the other_arch field is the spell
1455 * to cast. So convert that to into a spell and put it into 1362 * to cast. So convert that to into a spell and put it into
1456 * this object. 1363 * this object.
1457 */ 1364 */
1458 if (op->type == HORN || op->type == POTION) 1365 if (op->type == HORN || op->type == POTION)
1459 { 1366 {
1460 object *tmp_obj;
1461
1462 /* Remove any spells this object currently has in it */ 1367 /* Remove any spells this object currently has in it */
1463 while (op->inv)
1464 op->inv->destroy (); 1368 op->destroy_inv (false);
1465 1369
1466 tmp_obj = arch_to_object (change->other_arch); 1370 object *tmp = change->other_arch->instance ();
1467 insert_ob_in_ob (tmp_obj, op); 1371 insert_ob_in_ob (tmp, op);
1468 } 1372 }
1373
1469 /* No harm setting this for potions/horns */ 1374 /* No harm setting this for potions/horns */
1470 op->other_arch = change->other_arch; 1375 op->other_arch = change->other_arch;
1471 } 1376 }
1472 1377
1473 if (change->stats.hp < 0) 1378 if (change->stats.hp < 0)
1489 op->stats.maxsp = -change->stats.maxsp; 1394 op->stats.maxsp = -change->stats.maxsp;
1490 else 1395 else
1491 op->stats.maxsp += change->stats.maxsp; 1396 op->stats.maxsp += change->stats.maxsp;
1492 1397
1493 if (change->stats.food < 0) 1398 if (change->stats.food < 0)
1494 op->stats.food = -(change->stats.food); 1399 op->stats.food = -change->stats.food;
1495 else 1400 else
1496 op->stats.food += change->stats.food; 1401 op->stats.food += change->stats.food;
1497 1402
1498 if (change->level < 0) 1403 if (change->level < 0)
1499 op->level = -(change->level); 1404 op->level = -change->level;
1500 else 1405 else
1501 op->level += change->level; 1406 op->level += change->level;
1502 1407
1503 if (change->gen_sp_armour < 0) 1408 if (change->gen_sp_armour < 0)
1504 op->gen_sp_armour = -(change->gen_sp_armour); 1409 op->gen_sp_armour = -change->gen_sp_armour;
1505 else 1410 else
1506 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1411 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1507 1412
1508 op->item_power = change->item_power; 1413 op->item_power = change->item_power;
1509 1414
1510 for (i = 0; i < NROFATTACKS; i++) 1415 for (int i = 0; i < NROFATTACKS; i++)
1511 if (change->resist[i])
1512 op->resist[i] += change->resist[i]; 1416 op->resist[i] += change->resist[i];
1513 1417
1514 if (change->stats.dam) 1418 if (change->stats.dam)
1515 { 1419 {
1516 if (change->stats.dam < 0) 1420 if (change->stats.dam < 0)
1517 op->stats.dam = (-change->stats.dam); 1421 op->stats.dam = -change->stats.dam;
1518 else if (op->stats.dam) 1422 else if (op->stats.dam)
1519 { 1423 {
1520 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1424 int tmp = op->stats.dam * change->stats.dam / 10;
1425
1521 if (tmp == op->stats.dam) 1426 if (tmp == op->stats.dam)
1522 { 1427 {
1523 if (change->stats.dam < 10) 1428 if (change->stats.dam < 10)
1524 op->stats.dam--; 1429 op->stats.dam--;
1525 else 1430 else
1531 } 1436 }
1532 1437
1533 if (change->weight) 1438 if (change->weight)
1534 { 1439 {
1535 if (change->weight < 0) 1440 if (change->weight < 0)
1536 op->weight = (-change->weight); 1441 op->weight = -change->weight;
1537 else 1442 else
1538 op->weight = (op->weight * (change->weight)) / 100; 1443 op->weight = op->weight * change->weight / 100;
1539 } 1444 }
1540 1445
1541 if (change->last_sp) 1446 if (change->last_sp)
1542 { 1447 {
1543 if (change->last_sp < 0) 1448 if (change->last_sp < 0)
1544 op->last_sp = (-change->last_sp); 1449 op->last_sp = -change->last_sp;
1545 else 1450 else
1546 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1451 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1547 } 1452 }
1548 1453
1549 if (change->gen_sp_armour) 1454 if (change->gen_sp_armour)
1550 { 1455 {
1551 if (change->gen_sp_armour < 0) 1456 if (change->gen_sp_armour < 0)
1552 op->gen_sp_armour = (-change->gen_sp_armour); 1457 op->gen_sp_armour = -change->gen_sp_armour;
1553 else 1458 else
1554 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1459 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1555 } 1460 }
1556 1461
1557 op->value *= change->value; 1462 op->value *= change->value;
1558 1463
1559 if (change->materials) 1464 if (change->materials)
1560 op->materials = change->materials; 1465 op->materials = change->materials;
1561 1466
1562 if (change->materialname) 1467 if (change->material != MATERIAL_NULL)
1563 op->materialname = change->materialname; 1468 op->material = change->material;
1564 1469
1565 if (change->slaying) 1470 if (change->slaying)
1566 op->slaying = change->slaying; 1471 op->slaying = change->slaying;
1567 1472
1568 if (change->race) 1473 if (change->race)
1571 if (change->msg) 1476 if (change->msg)
1572 op->msg = change->msg; 1477 op->msg = change->msg;
1573} 1478}
1574 1479
1575static int 1480static int
1576legal_artifact_combination (object *op, artifact * art) 1481legal_artifact_combination (object *op, artifact *art)
1577{ 1482{
1578 int neg, success = 0; 1483 int neg, success = 0;
1579 linked_char *tmp; 1484 linked_char *tmp;
1580 const char *name; 1485 const char *name;
1581 1486
1582 if (art->allowed == (linked_char *) NULL) 1487 if (!art->allowed)
1583 return 1; /* Ie, "all" */ 1488 return 1; /* Ie, "all" */
1489
1584 for (tmp = art->allowed; tmp; tmp = tmp->next) 1490 for (tmp = art->allowed; tmp; tmp = tmp->next)
1585 { 1491 {
1586#ifdef TREASURE_VERBOSE 1492#ifdef TREASURE_VERBOSE
1587 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1493 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1588#endif 1494#endif
1590 name = tmp->name + 1, neg = 1; 1496 name = tmp->name + 1, neg = 1;
1591 else 1497 else
1592 name = tmp->name, neg = 0; 1498 name = tmp->name, neg = 0;
1593 1499
1594 /* If we match name, then return the opposite of 'neg' */ 1500 /* If we match name, then return the opposite of 'neg' */
1595 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1501 if (!strcmp (name, op->arch->archname))
1596 return !neg; 1502 return !neg;
1597 1503
1598 /* Set success as true, since if the match was an inverse, it means 1504 /* Set success as true, since if the match was an inverse, it means
1599 * everything is allowed except what we match 1505 * everything is allowed except what we match
1600 */ 1506 */
1601 else if (neg) 1507 else if (neg)
1602 success = 1; 1508 success = 1;
1603 } 1509 }
1510
1604 return success; 1511 return success;
1605} 1512}
1606 1513
1607/* 1514/*
1608 * Fixes the given object, giving it the abilities and titles 1515 * Fixes the given object, giving it the abilities and titles
1610 */ 1517 */
1611 1518
1612void 1519void
1613give_artifact_abilities (object *op, object *artifct) 1520give_artifact_abilities (object *op, object *artifct)
1614{ 1521{
1615 char new_name[MAX_BUF]; 1522 op->title = format ("of %s", &artifct->name);
1616 1523
1617 sprintf (new_name, "of %s", &artifct->name);
1618 op->title = new_name;
1619 add_abilities (op, artifct); /* Give out the bonuses */ 1524 add_abilities (op, artifct); /* Give out the bonuses */
1620 1525
1621#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1526#if 0 /* Bit verbose, but keep it here until next time I need it... */
1622 { 1527 {
1623 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1528 char identified = op->flag [FLAG_IDENTIFIED];
1624 1529
1625 SET_FLAG (op, FLAG_IDENTIFIED); 1530 op->set_flag (FLAG_IDENTIFIED);
1626 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1531 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1627 if (!identified) 1532 if (!identified)
1628 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1533 op->clr_flag (FLAG_IDENTIFIED);
1629 } 1534 }
1630#endif 1535#endif
1631 return; 1536 return;
1632} 1537}
1633 1538
1643#define ARTIFACT_TRIES 2 1548#define ARTIFACT_TRIES 2
1644 1549
1645void 1550void
1646generate_artifact (object *op, int difficulty) 1551generate_artifact (object *op, int difficulty)
1647{ 1552{
1648 artifactlist *al;
1649 artifact *art; 1553 artifact *art;
1650 int i;
1651 1554
1652 al = find_artifactlist (op->type); 1555 artifactlist *al = find_artifactlist (op->type);
1653 1556
1654 if (al == NULL) 1557 if (al == NULL)
1655 { 1558 {
1656#if 0 /* This is too verbose, usually */ 1559#if 0 /* This is too verbose, usually */
1657 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1560 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1658#endif 1561#endif
1659 return; 1562 return;
1660 } 1563 }
1661 1564
1662 for (i = 0; i < ARTIFACT_TRIES; i++) 1565 for (int i = 0; i < ARTIFACT_TRIES; i++)
1663 { 1566 {
1664 int roll = rndm (al->total_chance); 1567 int roll = rndm (al->total_chance);
1665 1568
1666 for (art = al->items; art; art = art->next) 1569 for (art = al->items; art; art = art->next)
1667 { 1570 {
1675#if 1 1578#if 1
1676 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1579 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1677#endif 1580#endif
1678 return; 1581 return;
1679 } 1582 }
1680 if (!strcmp (art->item->name, "NONE")) 1583
1584 if (art->item->name == shstr_NONE)
1681 return; 1585 return;
1586
1682 if (FABS (op->magic) < art->item->magic) 1587 if (fabs (op->magic) < art->item->magic)
1683 continue; /* Not magic enough to be this item */ 1588 continue; /* Not magic enough to be this item */
1684 1589
1685 /* Map difficulty not high enough */ 1590 /* Map difficulty not high enough */
1686 if (difficulty < art->difficulty) 1591 if (difficulty < art->difficulty)
1687 continue; 1592 continue;
1705 */ 1610 */
1706 1611
1707void 1612void
1708fix_flesh_item (object *item, object *donor) 1613fix_flesh_item (object *item, object *donor)
1709{ 1614{
1710 char tmpbuf[MAX_BUF];
1711 int i;
1712
1713 if (item->type == FLESH && donor) 1615 if (item->type == FLESH && donor)
1714 { 1616 {
1715 /* change the name */ 1617 /* change the name */
1716 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1618 item->name = format ("%s's %s", &donor->name, &item->name);
1717 item->name = tmpbuf;
1718 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1619 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1719 item->name_pl = tmpbuf;
1720 1620
1721 /* weight is FLESH weight/100 * donor */ 1621 /* weight is FLESH weight/100 * donor */
1722 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1622 item->weight = max (1, item->weight * donor->weight / 100);
1723 item->weight = 1;
1724 1623
1725 /* value is multiplied by level of donor */ 1624 /* value is multiplied by level of donor */
1726 item->value *= isqrt (donor->level * 2); 1625 item->value *= isqrt (donor->level * 2);
1727 1626
1728 /* food value */ 1627 /* food value */
1729 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1628 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1730 1629
1731 /* flesh items inherit some abilities of donor, but not 1630 /* flesh items inherit some abilities of donor, but not
1732 * full effect. 1631 * full effect.
1733 */ 1632 */
1734 for (i = 0; i < NROFATTACKS; i++) 1633 for (int i = 0; i < NROFATTACKS; i++)
1735 item->resist[i] = donor->resist[i] / 2; 1634 item->resist[i] = donor->resist[i] / 2;
1736 1635
1737 /* item inherits donor's level (important for quezals) */ 1636 /* item inherits donor's level (important for quezals) */
1738 item->level = donor->level; 1637 item->level = donor->level;
1739 1638
1740 /* if donor has some attacktypes, the flesh is poisonous */ 1639 /* if donor has some attacktypes, the flesh is poisonous */
1741 if (donor->attacktype & AT_POISON) 1640 if (donor->attacktype & AT_POISON)
1742 item->type = POISON; 1641 item->type = POISON;
1642
1743 if (donor->attacktype & AT_ACID) 1643 if (donor->attacktype & AT_ACID)
1744 item->stats.hp = -1 * item->stats.food; 1644 item->stats.hp = -item->stats.food;
1745 SET_FLAG (item, FLAG_NO_STEAL);
1746 }
1747}
1748 1645
1749/* special_potion() - so that old potion code is still done right. */ 1646 item->set_flag (FLAG_NO_STEAL);
1750int 1647 }
1751special_potion (object *op)
1752{
1753 if (op->attacktype)
1754 return 1;
1755
1756 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1757 return 1;
1758
1759 for (int i = 0; i < NROFATTACKS; i++)
1760 if (op->resist[i])
1761 return 1;
1762
1763 return 0;
1764} 1648}
1765 1649
1766void 1650static void
1767free_treasurestruct (treasure *t) 1651free_treasurestruct (treasure *t)
1768{ 1652{
1769 if (t->next) free_treasurestruct (t->next); 1653 if (t->next) free_treasurestruct (t->next);
1770 if (t->next_yes) free_treasurestruct (t->next_yes); 1654 if (t->next_yes) free_treasurestruct (t->next_yes);
1771 if (t->next_no) free_treasurestruct (t->next_no); 1655 if (t->next_no) free_treasurestruct (t->next_no);
1772 1656
1773 delete t; 1657 delete t;
1774} 1658}
1775 1659
1776void 1660static void
1777free_charlinks (linked_char *lc) 1661free_charlinks (linked_char *lc)
1778{ 1662{
1779 if (lc->next) 1663 if (lc->next)
1780 free_charlinks (lc->next); 1664 free_charlinks (lc->next);
1781 1665
1782 delete lc; 1666 delete lc;
1783} 1667}
1784 1668
1785void 1669static void
1786free_artifact (artifact *at) 1670free_artifact (artifact *at)
1787{ 1671{
1788 if (at->next) free_artifact (at->next); 1672 if (at->next) free_artifact (at->next);
1789 if (at->allowed) free_charlinks (at->allowed); 1673 if (at->allowed) free_charlinks (at->allowed);
1790 1674
1791 at->item->destroy (1); 1675 at->item->destroy ();
1792 1676
1793 sfree (at); 1677 sfree (at);
1794} 1678}
1795 1679
1796void
1797free_artifactlist (artifactlist *al)
1798{
1799 artifactlist *nextal;
1800
1801 for (al = first_artifactlist; al; al = nextal)
1802 {
1803 nextal = al->next;
1804
1805 if (al->items)
1806 free_artifact (al->items);
1807
1808 sfree (al);
1809 }
1810}
1811
1812void
1813free_all_treasures (void)
1814{
1815 treasurelist *tl, *next;
1816
1817 for (tl = first_treasurelist; tl; tl = next)
1818 {
1819 clear (tl);
1820
1821 next = tl->next;
1822 delete tl;
1823 }
1824
1825 free_artifactlist (first_artifactlist);
1826}

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